using System; using ClassicalSharp.Renderers; using OpenTK; namespace ClassicalSharp { public class NetPlayer : Player { int tickCount = 0; public NetPlayer( byte id, string displayName, string skinName, Game window ) : base( id, window ) { DisplayName = displayName; SkinName = Utils.StripColours( skinName ); renderer = new PlayerRenderer( this, window ); } // Last known position and orientation sent by the server. Vector3 serverPos; float serverYaw, serverPitch; public override void SetLocation( LocationUpdate update, bool interpolate ) { Vector3 lastPos = serverPos; float lastYaw = serverYaw, lastPitch = serverPitch; if( update.IncludesPosition ) { serverPos = update.RelativePosition ? serverPos + update.Pos : update.Pos; } if( update.IncludesOrientation ) { serverYaw = update.Yaw; serverPitch = update.Pitch; } if( !interpolate ) { stateCount = 0; newState = oldState = new State( tickCount, serverPos, serverYaw, serverPitch ); } else { // Smoother interpolation by also adding midpoint. Vector3 midPos = Vector3.Lerp( lastPos, serverPos, 0.5f ); float midYaw = Utils.InterpAngle( lastYaw, serverYaw, 0.5f ); float midPitch = Utils.InterpAngle( lastPitch, serverPitch, 0.5f ); AddState( new State( tickCount, midPos, midYaw, midPitch ) ); AddState( new State( tickCount, serverPos, serverYaw, serverPitch ) ); } } public override void Despawn() { renderer.Dispose(); } struct State { public int tick; public Vector3 pos; public float yaw, pitch; public State( int tick, Vector3 pos, float yaw, float pitch ) { this.tick = tick; this.pos = pos; this.yaw = yaw; this.pitch = pitch; } } State[] states = new State[10]; State newState, oldState; int stateCount; public override void Tick( double delta ) { CheckSkin(); tickCount++; UpdateCurrentState(); UpdateAnimState( oldState.pos, newState.pos, delta ); } void AddState( State state ) { if( stateCount == states.Length ) RemoveOldestState(); states[stateCount++] = state; } void RemoveOldestState() { for( int i = 0; i < states.Length - 1; i++ ) { states[i] = states[i + 1]; } stateCount--; } void UpdateCurrentState() { oldState = newState; if( stateCount == 0 ) return; //if( states[0].tick > tickCount - 2 ) return; // 100 ms delay newState = states[0]; RemoveOldestState(); } public override void Render( double deltaTime, float t ) { Position = Vector3.Lerp( oldState.pos, newState.pos, t ); YawDegrees = Utils.InterpAngle( oldState.yaw, newState.yaw, t ); PitchDegrees = Utils.InterpAngle( oldState.pitch, newState.pitch, t ); SetCurrentAnimState( t ); renderer.Render( deltaTime ); } } }